New Remix Combos Thread

As i’m sure everyone knows by now, Guile’s FK super input has been shortened to:

charge D, DF, F, UF+K

This leads to an incredibly easy midscreen combo into super off a crossup, which works against any character because the FK super always knocks down now.

crossup j.LK, c.LK -> c.LK -> whiff s.LK xx FK super

(The s.LK is kara-canceled into FK super.)

Here’s how you do it. Jump forward and start holding Down kinda soon after you jump. Charge timing is incredibly lenient because those low shorts will buy you a lot of time. Immediately after you do the second c.LK, rotate the stick/pad to UF and then return it to neutral. Wait until the c.LK finishes connecting so that you can chain into s.LK and then immediately tap MK then HK (piano method). Here’s what it looks like:

UF, hold D, crossup jumping LK, crouching LK, crouching LK, DF, F, UF, neutral, LK, MK, HK

Easy 60-70% damage. If you’re having trouble getting the FK super to come out, you’re either pressing s.LK too soon before the c.LK becomes chainable or you’re pressing s.LK before you return the stick to neutral.

Obviously Balrog can use the same trick to combo into his super:

c.LK -> c.LP -> c.LP -> whiff s.LP xx angry super

It’s easier cuz his super comes out faster but it’s also harder cuz there’s less time between jabs.

By the way, did you guys know that Balrog has some fucked up chains off low short? If you do a standing jab and then try to do c.LK -> c.LP, he’ll do a standing jab instead. Apparently this bug was in classic ST and it transfered over into HD Remix.

As someone who could never do charge-style anti-air supers reliably even on a stick, this new charge motion for Guile’s super is a godsend. I’m going to practice that Guile combo. Thanks, Maj!

hey maj is here!

lets make this a general combo thread to spite him and obsolete his thread title!

sagat:

(standing character, midscreen) low forward -> stand fierce -> rh tiger knee -> tiger knee

two low forwards is a little easier (linking the fierce still isn’t hard though), still requires opponent to be standing

can’t find a way to get two knees in the corner right now without sacrificing substantial damage

chun:

(jumping opponent) spinning bird kick (2-4 hits) -> super (1 hit)

Has anyone successfully juggled Chun’s new SBK after her super? It was in the Capcombo vid but seems harder to do than I thought it would be.

A lot of juggle combos are only possible if the opponent hits the corner. In the SF2 series, getting knocked into the corner actually caused you to float in the air for a little longer before continuing to fall down.

Basically, if you touch the corner at the apex of your jump, it will extend your air time by a lot. On the other hand, if you are already right next to the corner when you get knocked down, the corner will stop your ascent almost immediately.

For example, juggling Dee Jay’s Upkicks after his super is the easiest combo in the history of time, as long as you do it midscreen. However in the corner it’s practically impossible.

There is an odd exception to this rule. If you cause your opponent to break a crate/barrel/etc when you knock them down in the corner, they’ll rise as if the corner wasn’t there. So Dee Jay has an advantage on Guile’s stage, especially against characters without corner juggles.

Wow so it IS possible to combo into the FK super using the new motion? About the parts in bold, does that mean we have to press MK then HK in that order? Because earlier you stated it could be one or the other. Also, when the s.LK whiffs, does the move come out and animate completely or is it immediately cancelled by the FK super so that it doesn’t really show?

You can use MK or HK or both. Personally since i don’t have an Xbox 360 stick, it’s easier for me to leave out the MK and tap A button then RB button. If you have a stick, you should tap LK then MK then HK in quick succession to improve your chances of executing the FK super with the least amount of delay possible.

You should be able to hear s.LK whiff, but if you actually see it come out then you’ve done the kara cancel too slow and the FK super won’t combo.

What kinds of big combos are possible now that Guile’s roundhouse flashkick propels him so far forwards? I imagine that since Sagat is big and tall, you might be able to still hit him with it from further away?

Also, is a low jab/strong the only thing that Vega can combo off of his wall dive now that it no longer knocks down? Is it possible to combo into upkicks outright from wall dive or with some tricky trick in the middle the allow the upkick to combo?

Now that it is easy to do DJs machine gun blow, comboing into it is super fun! Sure Cr.p x2, cr.mp xx RH dread kicks all connects now. But you know what does like the same damage and looks way more awesome???

Cr.lp, cr.fp xx FP machine gun blow!! Beefy.

Also buktooth thanks for those combos. Sagat is vicious!

5 hit combo with Guile:

crossup lk, cr.lk, cr.lk, st.lk, RH Flash kick

The way I do it:

start holding down as soon as you jump (obviously), after the second cr. lk, press Up, return the pad to neutral, then press lk, and piano to roundhouse. (don’t do it too quickly, otherwise you’re gonna kara cancel the st.lk)

You might also want to try to keep pressed the lk button before launching the RH Flashkick, so that you won’t get a negative edge low Flash kick.

I think this combo was also possible in ST, but I dont remember too well.

That combo was possible in ST without the roundhouse flash kick, maybe that means you could do three crouching shorts plus the standing short against some characters now? edit: Doesn’t look like it actually, I just tested it and I had no luck on any characters. :frowning:

In Remix vs the larger characters(works on Zangief and Guile for sure), you can do crossup short > cr.jab x4 > roundhouse flash kick for a 6-hit combo. Doing three shorts instead of four jabs also works on lots of characters and does awesome damage.

It also allows you to use shorts in a combo on Chun-Li, which wasn’t possible before because both forward and roundhouse flash kicks would whiff on her. :smiley:

In the corner, j.roundhouse > cr.short x3 > roundhouse flash kick seems to work on a number of characters, and does about the same amount of damage as a four fierce combo!

Actually the Real Official Scary Guile Combo Of The Week is walk up c.LK -> c.LK -> c.LK -> whiff s.LK xx HK Flash Kick. Guile’s low shorts are so slow that you can build charge from scratch starting from the first one. But they have enough range that it’s easier to do c.LK x3 than it is to do c.LP x4. Plus Guile’s low shorts have always done insane damage because they have so much startup and aren’t supposed to be cancelable (which is why you gotta renda kara cancel them).

The difference in HDR is that Guile’s new HK Flash Kick moves forward so much that it always hits with the boot in this combo. In original ST, only the flash would reach most characters, which meant they had to be standing plus the timing was stricter.

Now Guile has a true triple option mixup off corner LP Sonic Boom: F+HK overhead, walk up throw, or walk up low short combo. In fact, jchensor was telling me about this madness less than a day after the PS3 version was released.

Could you please explain how to do that combo? I’m not too familiar with renda and kara cancels. I’m guessing renda cancels make certain attacks special cancellable even if they normally aren’t?

That is pretty wild.

Walk forward, hold D and press LK three times, then let go of D and press LK in neutral (and hold LK), and press U+HK. You can let go of LK after the HK Flash Kick comes out.

Basically, you can’t cancel crouching LK into special moves but you can cancel it into standing LK and then immediately cancel the standing LK into a special move. If you do it right, you shouldn’t see the standing LK appear at all, but you should be able to hear it.

If you’re having trouble doing this, the first thing you should practice is the rhythm on chaining Guile’s LK’s. Here’s a ghetto illustration of the timing for the correct sequence:

D+LK.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.
D+LK.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.
D+LK.D.D.D.D.D.D.D.D.D.D.D.D.D.D.D.
N.N.N.N+LK.N+LK.U+LK+HK.N+LK.N+LK.N+LK.N.N.N…

^ Thanks. I’ll try that out. The RH flash kick is so good.

Bleh, that didn’t help at all. Ok, let me give you a two-step training exercise.

  1. Walk forward and do c.LK -> c.LK -> c.LK -> s.LK until you get the timing for that memorized. All four shorts should animate. The first three should combo, but the fourth will probably miss.

  2. Once you have the rhythm for that memorized, do the same exact thing except hold the button for the fourth LK and then quickly press U+HK.

If all you’re getting is c.LK three times and then nothing afterwards, then you’re not waiting long enough to do the standing LK. If Guile is jumping after the third LK, then you’re probably pressing U+LK instead of pressing LK while in neutral. If you’re getting the s.LK but the Flash Kick isn’t coming out, then you might be letting go of D too soon. Try to hold D until the last possible moment before going to neutral.

Ah ok that makes a lot more sense. I can actually do the whiffed st.lk into RH FK by itself, but inserting it at the end of the 3 cr.lk is the tricky part. I’ll keep at it.

EDIT: WOOOOOT! I can do it roughly 2/5 times now. It’s not too bad once you get the rhythm down. I’ll keep practicing to improve my success rate. Holy shit this combo does so much damage.

Double EDIT: I can now do it a lot more consistently now and as a result I can even do the combo in the first post. I kinda think cr.lk, cr.lk, st.lk RH FK is a more stable combo however but cr.lk(x3) just looks cooler.

Heres a favorite of mine, hard too pull off, but a brutal one.

Jumping HP (late! And be sure to start holding your charge!)-> Back + MP-> LP Sonic Boom -> Forward + HP for the backfist finish!

Massive damage.